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The mysterious Gaunt Summoners hail from the Crystal Labyrinth deep inside the Realm of Chaos. Willowy creatures saturated with magic, each one appears as a robed figure.
They are faceless save for a mouth lined with needle-like teeth, while a dozen glistening eyes blink from the sides of helms grotesquely melded into their flesh. In the gnarled grips of their three hands are strange gifts from their master Tzeentch, the Architect of Fate – arcane tomes, warptongue blades and enchanted changestaffs, which can set flesh to writhing like an enraged serpent at the merest touch.

The Gaunt Summoners stand high in the favour of Tzeentch, their spells able to twist landscapes and immolate armies in warpflame. When they deign to join the Legions of Tzeentch they do so either to lead them on some nefarious cause at the behest of the Great Schemer, or to further their own ineffable aims.

Since time immemorial the Gaunt Summoners have built towering structures that conjoin the mortal realm and the Realm of Chaos – impossible fortresses, silver spires and twisting mazes which ensnare their foes in webs of madness. Among these architectural insanities stands the Whisperfane, a twisted stronghold of living nightmares and deadly
illusions. Those who brave its mirrored ramparts find their own strength turned against them by its insidious magics – great warriors are driven mad with rage and cunning wizards are ensnared by their own spells.

The Gaunt Summoners are an elite cabal of Tzeentchian sorcerers, perpetually shrouded by a maddening cloak of sorcerous deceits. The Gaunt Summoners are dreaded for their reality-twisting incantations. Indeed, some of the most horrific atrocities of Chaos can be laid at their feet.

Of the ranks of Tzeentchian Sorcerers there are few higher than the dreaded Gaunt Summoners. Each of their number could single-handedly shift the tide of a battle. It is said that there are nine Gaunt Summoners, each one ordained by the Architect of Fate – certainly, it is rare for more than a single Summoner to appear at any one time. Some believe this too is a lie, and that the Gaunt Summoners are merely facets of a single entity of terrible cunning and magical might.

Upon achieving that terrifying level of accomplishment, each Gaunt Summoner is gifted with even greater arcane power, a flying Disc of Tzeentch, and the key to one of the nine Silver Towers. These lairs of hidden knowledge are insanely complex machines, puzzle-fortresses beyond the scope of mortal minds. As a pastime, the Gaunt Summoners delight in letting captives loose in their labyrinthine corridors, impossible dimensions and ever-shifting pathways, watching with amusement as they are slain in an infinite number of ways by the lethal creatures and devious traps therein. Those few that fight their way to freedom are granted boons, but such an occurrence is rare indeed.

Tzeentch uses the Gaunt Summoners as weapons, pitting their searing warpflame against his foes or having them summon hordes of daemons to overwhelm enemy lines.
Furthermore, the sorcerers scry the twisting paths of the future on their overlord's behalf, and through them is Tzeentch able to weave his own plans into the great web of
fates.

Some futures are far from certain. Torn from the treacherous minds of daemons, the Summoners must wring out their meaning. However, they prophesy a time when the mortal realm will be consumed by the Realm of Chaos, and it is towards these dark days that the Gaunt Summoners strive.

When taking to the battlefield alongside Legions of Tzeentch, the Gaunt Summoners are regarded with a level of awe normally reserved for Lords of Change. With but a word, these master sorcerers can call forth daemons from nearby Warpgates or cripple the enemy by turning their own mental strength against them.

MAGIC: Gaunt Summoners are Level 3 Wizards who use spells from the Lore of Tzeentch. In addition, they knows the Summon Daemons spell below.

Summon Daemons Cast on 8+
Summon Daemons is an augment spell with a range of 18" that can target units of Pink Horrors, Screamers or Flamers. The target unit immediately gains D6 Wounds worth of models added to the unit.

SPECIAL RULES: Daemon of Tzeentch, Daemonic, Fly.

DAEMONIC GIFTS:
Warptongue Blade (Magic Weapon)The body of anyone cut by a Warptongue Blade is wracked with sickening and uncontrollable mutations.
If a Warptongue Blade causes an unsaved Wound in close combat, the target must pass a Leadership test or be removed as casualty, with no saves allowed.

Options:
 May be upgraded to a Level 4 Wizard.....................35 points
 May be mounted on a Disc of Tzeentch..................25 points
 May take Daemonic Gifts and magic items up to a total of..............................................................100 points

Daemonic Gifts:
 Daemonic

 Daemon of Tzeentch
 Fly

Magic:
Gaunt Summoners are Level 3 Wizards who use spells from the Lore of Tzeentch. In addition, they knows the Summon Daemons spell.